Event-Based Sales at High-Traffic Facilities and Retail-Space Improvements
First written in FY2017-Q2. 10 of 19 entries say "Advanced", first in FY2020-Q2. Latest entry: 2026-09-28.
3 other companies' latest entry also says "Advanced".
- FY2026AdvancedAnnual report
「In the amusement business, in addition to the continued strength of the capsule toy market, the increase in stores operated by the company, including its capsule toy shops Gashacoco, and the increase in capsule toy shops jointly operated with Bandai Namco Amusement contributed to revenue and profitability significantly exceeding the previous fiscal year. As of the end of March 2026, Gashacoco had opened 154 stores.」
Gashacoco had 154 stores as of the end of March 2026, and the increase in jointly operated stores also contributed. Amusement business revenue increased 24.9% and segment profit increased 71.7%. - 2026-05-22AdvancedGeneral Meetings of Shareholders
「As of 31 March 2026, 154 Gashacoco stores had opened.」
The number of Gashacoco stores increased from 143 at the end of September 2025 to 154. - FY2026-H1AdvancedAnnual report
「In the amusement business, in addition to the continued strength of the capsule toy market, the increase in stores operated by the company, including its capsule toy shops Gashacoco, and the increase in capsule toy shops jointly operated with Bandai Namco Amusement, namely Gashapon Bandai Official Shop and Gashapon Department, contributed to revenue and profitability significantly exceeding the same period of the previous year. As of the end of September 2025, Gashacoco had opened 143 stores.」
Gashacoco had 143 stores as of the end of September 2025, and the increase in jointly operated stores also contributed. Amusement business revenue increased 22.6% and segment profit increased 64.6%. - FY2024-Q3AdvancedAnnual report
「In the amusement business, in addition to the capsule toy market remaining strong while capturing inbound demand, revenue and profitability exceeded the same period of the previous year due to the opening of company-operated capsule toy shops, Gashacoco, and the expansion of new locations. As of the end of December 2023, Gashacoco had opened 102 stores.」
By capturing inbound demand, Gashacoco had expanded to 102 stores as of the end of December 2023. The expansion of new locations also contributed, and the amusement business posted higher revenue and profit. - FY2024-Q1AdvancedAnnual report
「In the amusement business, revenue significantly exceeded the same period of the previous year due to the continued strength of the capsule toy market and the expansion of openings of the company-operated capsule toy shops, Gashacoco. Profitability, however, fell below the same period of the previous year due to the development of new locations and initial costs associated with opening company-operated shops. As of the end of June 2023, Gashacoco had opened 86 stores. As a result, revenue was ¥9,238 million, up 33.9% year on year, while segment profit was ¥389 million, down 27.1%.」
Gashacoco had expanded to 86 stores as of the end of June 2023, and revenue increased 33.9%. However, segment profit fell 27.1% due to initial costs for developing new locations and opening company-operated shops. - FY2023AdvancedAnnual report
「In the amusement business, in addition to the capsule toy market remaining strong, partly supported by the recovery in foot traffic, revenue and profitability significantly exceeded the previous fiscal year as the company expanded openings of its capsule toy shops, Gashacoco, and expanded new locations. As of the end of March 2023, Gashacoco had opened 79 stores.」
Gashacoco had expanded to 79 stores as of the end of March 2023, and the amusement business posted revenue growth of 32.3% and segment profit growth of 14.4% on the expansion of new locations and the strong market. - FY2023-Q3AdvancedAnnual report
「In the amusement business, in addition to the capsule toy market remaining strong, revenue and profitability significantly exceeded the same period of the previous year as the company expanded openings of its capsule toy shops, Gashacoco, and expanded new locations. As of the end of December 2022, Gashacoco had opened 70 stores. As a result, revenue was ¥23.4 billion, up 35.5% year on year, and segment profit was ¥1,601 million, up 49.0%.」
Gashacoco had expanded to 70 stores as of the end of December 2022, and the amusement business posted revenue growth of 35.5% and segment profit growth of 49.0% on the expansion of new locations and the strong capsule toy market. - FY2021-Q2Recovery is under way, but the previous-year level has not yet been regainedAnnual report
「In the amusement business, market conditions have been recovering gradually as restrictions on going out and closures and reduced operating hours at commercial facilities that transact with the Group have been eased. However, the business had not yet recovered the decline through the first quarter, and, also affected by lower inbound demand, revenue and profitability remained weak compared with the strong performance in the same period of the previous year.」
Restrictions on going out and commercial facility closures were eased and market conditions recovered gradually, but amusement business revenue fell 25.5% and segment profit fell 63.8%. - FY2021-Q1Amusement business stagnated due to the impact of the pandemicAnnual report
「In the amusement business, revenue declined due to requests to refrain from going out, closures and reduced operating hours at commercial facilities that transact with the Group, and lower inbound demand. In addition, the company recorded valuation losses on stagnant inventory, resulting in weak revenue and profitability. Revenue was ¥2,781 million, down 39.6% year on year, and the segment posted a loss of ¥137 million, compared with segment profit of ¥330 million in the same period of the previous year.」
Despite efforts to expand event sales and develop new locations, the amusement business shifted from segment profit in the same period of the previous year to a segment loss due to requests to refrain from going out, commercial facility closures and lower inbound demand. - FY2020-Q3RestatedAnnual report
「In the amusement business, capsule toys performed well as a result of increasing the number of vending machines installed at locations expected to attract customers, such as large commercial facilities, and actively conducting event sales. However, card game machines performed sluggishly, leaving sales flat from the year-earlier period.」
The company continued to expand vending machine installations at large commercial facilities and elsewhere, as well as event sales, and capsule toys performed well. However, weak sales of card game machines left overall business revenue flat. - FY2020-Q2AdvancedAnnual report
「In the amusement business, capsule toys performed well as a result of actively conducting event sales at train stations and other locations and developing new locations, while sales and profits exceeded the year-earlier period. As a result, sales amounted to ¥10.079 billion, up 2.5% year on year, and segment income was ¥790 million, up 3.7%.」
Event sales at train stations and other locations and the development of new locations progressed, and the amusement business posted higher sales and profits on the strength of capsule toys. - FY2020-Q1RestatedAnnual report
「In the amusement business, capsule toys performed well as a result of promoting event sales and developing new locations, and sales exceeded the year-earlier period.」
The company states that it continued event sales and the development of new locations, contributing to strong capsule-toy performance and sales exceeding the year-earlier period. - FY2019-Q2RestatedAnnual report
「In the amusement business, although card game products and other items remained sluggish, capsule toys performed steadily as a result of event sales and the development of new locations, leaving sales and profits flat from the year-earlier period.」
Event sales and the development of new locations continued, and capsule toys performed steadily, but overall business sales and profits remained flat from the year-earlier period. - FY2019-Q1RestatedAnnual report
「In the amusement business, capsule toys performed steadily as a result of actively conducting event sales and strengthening sales at prime locations, leaving sales nearly flat from the year-earlier period.」
The company states that it continued event sales and strengthened sales at prime locations, while capsule toys performed steadily. - FY2017RestatedAnnual report
「In the amusement business, we actively conducted event sales at facilities with strong customer-drawing power, but sales and profits fell below the previous fiscal year due to a lack of major hit products and costs associated with introducing new kids' card game cabinets.」
Event sales continued at facilities with strong customer-drawing power, but the amusement business posted lower sales and profits due to a lack of hit products and costs related to introducing new game cabinets. - FY2017-Q3RestatedAnnual report
「Although we actively implemented measures including event sales and sales-floor improvements at facilities with strong customer-drawing power, and some products for capsule-toy vending machines and kids' card game machines became hits, this was not enough to offset the decline through the second quarter, and results fell short of the year-earlier period.」
Event sales and sales-floor improvement measures continued, and some products became hits, but this was not enough to offset the cumulative decline in sales. - FY2017-Q2First statedAnnual report
「We actively pursued measures including event sales and improvements to sales floors at facilities with strong customer-drawing power.」
To improve profitability in the amusement business, event sales and sales-floor improvements at facilities with strong customer-drawing power are identified as specific measures.